Hello all,
While the first (cancelled) iteration of the DH2 Beta was plagued by a number of problems, it had a few good innovations that I wish were incorporated into the new edition. This post covers one such innovation: a total rework of the Fear system.
The RAW Fear system in Dark Heresy is far too complicated for my group. Whenever we encounter a monster with a Fear rating, gameplay stops for a few minutes as everyone makes their Willpower checks, tallies up their DoF, remembers whether or not they need to gain Insanity or Corruption (and rolls for those too), THEN rolls on the Shock table. Many of these Shock effects require the player to roll additional WP checks every round until they Snap Out Of It, and some are so nasty that they can render a character useless for an entire combat. While it's funny the first time the Guardsman faints in terror when he sees a mutant, these wildly swingy fear effects lose their novelty quickly, and my group was in the market for an alternative.
Enter the Fear system from the cancelled beta. IMO this system is much more elegant and allows the GM much more freedom in creating his/her own enemies. In this system, creatures still have a Fear rating from 1-4 with the same WP check penalties as in DH1, but additionally the creature has one or more keywords that describe how its fear affects people. I use the words "victim" to describe the character making the WP check and "creature" to describe the character causing the check.
- Cowering: The victim is dazed for a number of rounds equal to DoF. Dazed is no longer in the core rules -- in normal DH terms, a dazed creature only gets one action a turn and can't take reactions.
- Fleeing: The victim runs away from the creature as fast as possible for DoF rounds. If he/she can't flee, the victim is dazed and suffers -20 to all tests for the duration.
- Manic: The victim gains one Insanity point per DoF.
- Warp Shock: The victim gains one Corruption point per DoF.
Additionally, a character gains one level of Fatigue whenever he fails a Fear test. This is especially important under the new Fatigue rules, where characters are only affected by Fatigue after accumulating several levels of the condition.
And that's it! There's no need to cross reference the Shock table or make Snap Out Of It rolls every turn -- the creature's stat block tells you everything you need to know. Handling Insanity and Corruption gain is also streamlined. While the Fear effects are still very potent, they don't lock a player out of an entire combat in the same way as the old rules.
The rules encourage the GM to come up with his/her own nasty variations of Fear for use on unique enemies. For example, a horrific monster could cause hysterical blindness in its victims, or a daemon of Khorne might make people Frenzy and attack the closest person, friend or foe. This gets my GM brain racing, and my players will certainly not like the results...
As for narrative time instances of Fear, I'd probably combine the Manic rule with a -10 penalty to all actions while in the presence of the Fear-causing object. This is basically the same as the DH1 method for handling narrative-time Fear but without the need to roll again for Insanity points.